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gnembon committed 2019-12-27 11:23:57 -04:00
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@@ -1745,6 +1745,9 @@ public class CarpetExpression
* <p>String with gamemode, or <code>null</code> if not a player.</p>
* <h3><code>query(e,'gamemode_id')</code></h3>
* <p>Good'ol gamemode id, or null if not a player.</p>
* <h3><code>query(e,'permission_level')</code></h3>
* <p>Player's permission level, or <code>null</code> if not applicable for this entity.</p>
*
* <h3><code>query(e,'effect',name?)</code></h3>
* <p>Without extra arguments, it returns list of effect active on a living entity.
* Each entry is a triple of short effect name, amplifier, and remaining duration.
@@ -1836,6 +1839,12 @@ public class CarpetExpression
* <p>Make noises.</p>
* <h3><code>modify(e, 'ai', boolean)</code></h3>
* <p>If called with <code>false</code> value, it will disable AI in the mob. <code>true</code> will enable it again.</p>
* <h3><code>modify(e, 'no_clip', boolean)</code></h3>
* <p>Sets if the entity obeys any collisions, including collisions with the terrain and basic physics.
* Not affecting players, since they are controlled client side</p>
* <h3><code>modify(e, 'effect', name, duration, amplifier?, show_particles?, show_icon?)</code></h3>
* <p>Applies status effect to the living entity. Takes several optional parameters, which default to <code>0</code>,
* <code>true</code> and <code>true</code>.</p>
* <h3><code>modify(e, 'home', null), modify(e, 'home', block, distance?), modify(e, 'home', x, y, z, distance?)</code></h3>
* <p>Sets AI to stay around the home position, within <code>distance</code> blocks from it. <code>distance</code>
* defaults to 16 blocks. <code>null</code> removes it. <i>May</i> not work fully with mobs that have this AI built in, like
@@ -2640,7 +2649,7 @@ public class CarpetExpression
* <h3><code>load_app_data(), load_app_data(file)</code></h3>
* <p>Loads the app data associated with the app from the world /scripts folder. Without argument returns the memory
* managed and buffered / throttled NBT tag. With a file name - reads explicitly a file with that name from the scripts
* floder.</p>
* folder.</p>
* <p> You can use app data to save non-vanilla information separately from the world and other scripts.</p>
* <h3><code>store_app_data(tag), store_app_data(tag, file)</code></h3>
* <p>Stores the app data associated with the app from the world /scripts folder. With the <code>file</code> parameter
@@ -2665,6 +2674,25 @@ public class CarpetExpression
* <h3><code>schedule(delay, function, args...)</code></h3>
* <p>Schedules a user defined function to run with a specified <code>delay</code> ticks of delay.
* Scheduled functions run at the end of the tick, and they will run in order they were scheduled.</p>
* <h3><code>statistic(player, category, entry)</code></h3>
* <p>Queries in-game statistics for certain values. Categories include:</p>
* <ul>
* <li><code>mined</code>: blocks mined</li>
* <li><code>crafted</code>: items crafted</li>
* <li><code>used</code>: items used</li>
* <li><code>broken</code>: items broken</li>
* <li><code>picked_up</code>: items picked up</li>
* <li><code>dropped</code>: items dropped</li>
* <li><code>killed</code>: mobs killed</li>
* <li><code>killed_by</code>: blocks mined</li>
* <li><code>custom</code>: various random stats</li>
* </ul>
* <p>For the options of <code>entry</code>, consult your statistics page, or give it a guess.</p>
* <p>The call will return <code>null</code> if the statistics options are incorrect, or player didn't get these
* in their history. If the player encountered the statisitic, or game created for him empty one, it will
* return a number. Scarpet will not affect the entries of the statistics, even if it is just creating empty ones.
* With <code>null</code> response it could either mean your input is wrone, or statistic has effectively
* a value of <code>0</code>.</p>
* <h3><code>plop(pos, what)</code></h3>
* <p>Plops a structure or a feature at a given <code>pos</code>, so block, triple position coordinates
* or a list of coordinates. To <code>what</code> gets plopped and exactly where it often depends on the
@@ -3010,12 +3038,12 @@ public class CarpetExpression
});
//"overidden" native call to cancel if on main thread
this.expr.addLazyFunction("join_task", 1, (c, t, lv) -> {
this.expr.addLazyFunction("task_join", 1, (c, t, lv) -> {
if (((CarpetContext)c).s.getMinecraftServer().isOnThread())
throw new InternalExpressionException("'join_task' cannot be called from main thread to avoid deadlocks");
throw new InternalExpressionException("'task_join' cannot be called from main thread to avoid deadlocks");
Value v = lv.get(0).evalValue(c);
if (!(v instanceof ThreadValue))
throw new InternalExpressionException("'join_task' could only be used with a task value");
throw new InternalExpressionException("'task_join' could only be used with a task value");
Value ret = ((ThreadValue) v).join();
return (_c, _t) -> ret;
});
@@ -3483,7 +3511,11 @@ public class CarpetExpression
* should be running at startup. WARNING: all apps will run once at startup anyways, so be aware that their actions
* that are called statically, will be performed once anyways.</li>
* </ul>
* <p>Unloading an app removes all of its state from the game, disables commands, and removes bounded events</p>
* <p>Unloading an app removes all of its state from the game, disables commands, and removes bounded events,
* and saves its global state. If more
* cleanup is needed, one can define an <code>__on_close()</code> function which will be executed when the module is unloaded,
* or server is closing, or crashing. However, there is no need to do that explicitly for the things mentioned
* in the previous statement.</p>
* <p>Scripts can be loaded in shared(global) and player mode. Default is player, so all globals and stored functions are
* individual for each player, meaning scripts don't need to worry about making sure they store some intermittent data
* for each player independently. In global mode - all global values and stored functions are shared among all players.
@@ -3523,8 +3555,10 @@ public class CarpetExpression
* __on_player_releases_item(player, item_tuple, hand) // client action (e.g. bow)
* __on_player_finishes_using_item(player, item_tuple, hand)) // server action (e.g. food), called item is from before it is used.
* __on_player_clicks_block(player, block, face) // left click attack on a block
* __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)
* __on_player_breaks_block(player, block) // called after block is broken (the caller receives previous blockstate)
* __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) // player right clicks block with anything
* __on_player_interacts_with_block(player, hand, block, face, hitvec) //right click on a block resulted in activation of said block
* __on_player_places_block(player, item_tuple, hand, block) // player have just placed the block.
* __on_player_interacts_with_entity(player, entity, hand)
* __on_player_attacks_entity(player, entity)
* __on_player_rides(player, forward, strafe, jumping, sneaking)
@@ -3537,6 +3571,8 @@ public class CarpetExpression
* __on_player_stops_sprinting(player)
* __on_player_drops_item(player)
* __on_player_drops_stack(player)
*
* __on_statistic(player, category, event, value) // player statistic changes
* </pre>
* <h3><code>/script event</code> command</h3>
* <p>used to display current events and bounded functions. use <code>add_to</code> ro register new event, or <code>remove_from</code>
+62 -3
View File
@@ -60,7 +60,7 @@ import static java.lang.Math.min;
/**
* <h1>Fundamental components of <code>scarpet</code> programming language (version 1.6).</h1>
* <h1>Fundamental components of <code>scarpet</code> programming language (towards version 1.7).</h1>
*
* <p>Scarpet (a.k.a. Carpet Script, or Script for Carpet) is a programming language designed to provide
* the ability to write custom programs to run within Minecraft and
@@ -2613,6 +2613,59 @@ public class Expression implements Cloneable
* </pre>
*
* <hr>
* <h2>Threading and Parallel Execution</h2>
* <p>Scarpet allows to run threads of execution in parallel to the main script execution thread. In Minecraft, the main
* thread scripts are executed on the main server thread. Since Minecraft is inherently NOT thread safe, it is not that
* beneficial to parallel execution in order to access world resources faster. Both
* <code>GetBlockState</code> and <code>setBlockState</code> are not thread safe and require the execution to park on the server thread,
* where these requests can be executed in the off-tick time in between ticks that didn't take 50ms. There are however
* benefits of running things in parallel, like fine time control not relying on the tick clock, or running things independent
* on each other. You can still run your actions on tick-by-tick basis, either taking control of the execution using
* <code>game_tick()</code> API function (nasty solution), or scheduling tick using <code>schedule()</code> function (much nicer solution),
* but threading often gives the neatest solution to solve problems in parallel (see scarpet camera).
* </p>
* <p>Due to limitations with the game, there are some limits to the threading as well. You cannot for instance <code>join_task()</code> at all
* from the main script and server thread, because any use of Minecraft specific function that require any world access, will
* require to park and join on the main thread to get world access, meaning that calling join on that task would inevitably lead to a
* typical deadlock. You can still join tasks from other threads, just because the only possibility of a deadlock in this case would
* come explicitly from your bad code, not the internal world access behaviour. Some things tough like player or entity manipulation,
* can be effectively parallelized.</p>
* <h3><code>task(function, ?args...., ?executor)</code></h3>
* <p>Creates and runs a parallel task, returning the handle to the task object. Task will return the return value of the function
* when its completed, or will return <code>null</code> immediately if task is still in progress, so grabbing a value of
* a task object is non-blocking. Function can be either function value, or function lambda, or a name of an existing defined function.
* In case function needs arguments to be called with, they should be supplied after the function name, or value.
* Optional <code>executor</code> identifier is to place the task in a specific queue identified by this value. The default
* thread value is the <code>null</code> thread. There is no limits on number of parallel tasks for any executor, so using different queues is solely
* for synchronization purposes. Also, since <code>task</code> function knows how many extra arguments it requires, the use of
* tailing optional parameter for the custom executor thread pool is not ambiguous.
* </p>
* <pre>
* task( _() -&gt; print('Hello Other World') ) =&gt; Runs print command on a separate thread
* foo(a, b) -&gt; print(a+b); task('foo',2,2) =&gt; Uses existing function definition to start a task
* task('foo',3,5,'temp'); =&gt; runs function foo with a different thread executor, identified as 'temp'
* a = 3; task( _(outer(a), b) -&gt; foo(a,b), 5, 'temp') =&gt; Another example of running the same thing passing arguments using closure over anonymous function as well as passing a parameter.
* </pre>
* <h3><code>task_count(executor?)</code></h3>
* <p>If no argument provided, returns total number of tasks being executed in parallel at this moment using scarpet threading system.
* If the executor is provided, returns number of active tasks for that provider. Use <code>task_count(null)</code> to
* get the task count of the default executor only.</p>
*
* <h3><code>task_value(task)</code></h3>
* <p>Returns the task return value, or <code>null</code> if task hasn't finished yet. Its a non-blocking operation.
* Unlike <code>join_task</code>, can be called on any task at any point</p>
*
* <h3><code>task_join(task)</code></h3>
* <p>Waits for the task completion and returns its computed value. If the task has already finished returns it immediately.
* Unless taking the task value directly, i.e. via <code>task_value</code>, this operation is blocking. Since Minecraft has
* a limitation that all world access operations have to be performed on the main game thread in the off-tick time, joining any tasks that use
* Minecraft API from the main thread would mean automatic lock, so joining from the main thread is not allowed.
* Join tasks from other threads, if you really need to, or communicate asynchronously with the task via globals or
* function data / arguments to monitor its progress, communicate, get partial results, or signal termination. </p>
*
* <h3><code>task_completed(task)</code></h3>
* <p>Returns true if task has completed, or false otherwise.</p>
*
* <h2>Auxiliary functions</h2>
*
* <h3><code>lower(expr), upper(expr), title(expr)</code></h3>
@@ -3039,9 +3092,15 @@ public class Expression implements Cloneable
return new NumericValue(ThreadValue.taskCount());
});
addUnaryFunction("join_task", (v) -> {
addUnaryFunction("task_value", (v) -> {
if (!(v instanceof ThreadValue))
throw new InternalExpressionException("'join_task' could only be used with a task value");
throw new InternalExpressionException("'task_value' could only be used with a task value");
return ((ThreadValue) v).getValue();
});
addUnaryFunction("task_join", (v) -> {
if (!(v instanceof ThreadValue))
throw new InternalExpressionException("'task_join' could only be used with a task value");
return ((ThreadValue) v).join();
});